{"author_link":"\/users\/risingoat","author_name":"RisinGoat","author_uid":"risingoat","comments":[],"epoch":1501950948,"event":"LD39","format":"md","ldjam_node_id":48319,"likes":4,"metadata":{"p_key":"100421","p_author":"RisinGoat","p_authorkey":"1027419","p_urlkey":"316131","p_title":"Soul Gun Post Mortem II: One pixel at a time","p_cat":"LDJam ","p_event":"LD39","p_time":"1501950948","p_likes":"4","p_comments":"0","p_status":"WAYBACK","us_key":"1027419","us_name":"RisinGoat","us_username":"risingoat","event_start":"1501200000","event_key":"74","event_name":"LD 39"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD39","removed_author":false},"_superparent":32802,"_trust":1,"author":27419,"body":"Welcome once again to this soulless post-mortem. While we were getting our main mechanic polished (you alter gravity by shooting and shooting drains your life essence) our artist (@pablodap, great guy) started looking for a graphic style which suited the overall feeling of the game.\n\nIt was clear that we would use a minimalist style for two reasons:\n\n1.      Taking the player to an era when difficulty raged wild in the video game market.\n2.      Time, the Final Boss of every game development.\n\nSo, our self-sacrificing artist worked on a simple palette of four or five colors. He started with the main character design and worked through there. White soon took the leading role in this insane Pantone quest, being the main component of almost every element. Luckily, the design took shape quickly. Here are the first concepts:\n\n![dise\u00f1os.png](\/\/\/raw\/b1b\/6\/z\/8ac3.png)\n\nThe eye and the particles would be critical to represent the character losing its soul. Green won purple, so purple would be the hue for enemies and spikes (BTW, the turret-like enemies fire goat eyes). Here are some examples:\n\n![enemigos.png](\/\/\/raw\/b1b\/6\/z\/8ac4.png)\n\nThen, we needed another tone for the floors and as we wanted to represent that they do not pose a threat to the player. That\u2019s why they have a darker green than the one used for the main character. And then\u2026 tiles!\n\n![tilesets.png](\/\/\/raw\/b1b\/6\/z\/8ac5.png)\n\nWe also used that color to represent the boxes (they got goat eyes too!), as they are only deadly when they crush you and the checkpoints, which didn\u2019t make into the game (our idea was that you had to destroy them to be active and they could crush you like a box).\n\n![entorno.png](\/\/\/raw\/b1b\/6\/z\/8ac6.png)\n\nFinally, we got some nice \u201cbox art\u201d! I think it captures the essence of the game. The protagonist being upside down is my favorite part.\n\n![Spul Gun Box Art.jpg](\/\/\/raw\/b1b\/6\/z\/8ab8.jpg)\n\nNot bad for a 48 hour development. Our artist worked like a mad man (he also made some sick animations)! And that takes us to our next chapter: Sleep is the enemy. Coming soon!\n\nPS: Remember, you can check (and play and rate!) Soul Gun here: https:\/\/ldjam.com\/events\/ludum-dare\/39\/soul-gun","comments":0,"created":"2017-08-05T16:25:36Z","files":[],"files-timestamp":0,"id":48319,"love":4,"love-timestamp":"2017-08-14T16:58:12Z","meta":[],"modified":"2017-08-14T16:58:12Z","name":"Soul Gun Post Mortem II: One pixel at a time","node-timestamp":"2017-08-05T16:51:47Z","parent":45524,"parents":[1,5,9,32802,45524],"path":"\/events\/ludum-dare\/39\/soul-gun\/soul-gun-post-mortem-ii-one-pixel-at-a-time","published":"2017-08-05T16:35:48Z","scope":"public","slug":"soul-gun-post-mortem-ii-one-pixel-at-a-time","subsubtype":"","subtype":"","type":"post","version":137003},"node_metadata":{"n_key":"48319","n_urlkey":"316131","n_parent":"45524","n_path":"\/events\/ludum-dare\/39\/soul-gun\/soul-gun-post-mortem-ii-one-pixel-at-a-time","n_slug":"soul-gun-post-mortem-ii-one-pixe","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"27419","n_created":"1501950336","n_modified":"1502729892","n_version":"137003","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/39\/soul-gun\/soul-gun-post-mortem-ii-one-pixel-at-a-time","text":"Welcome once again to this soulless post-mortem. While we were getting our main mechanic polished (you alter gravity by shooting and shooting drains your life essence) our artist (@pablodap, great guy) started looking for a graphic style which suited the overall feeling of the game.\n\nIt was clear that we would use a minimalist style for two reasons:\n\n1.      Taking the player to an era when difficulty raged wild in the video game market.\n2.      Time, the Final Boss of every game development.\n\nSo, our self-sacrificing artist worked on a simple palette of four or five colors. He started with the main character design and worked through there. White soon took the leading role in this insane Pantone quest, being the main component of almost every element. Luckily, the design took shape quickly. Here are the first concepts:\n\n![dise\u00f1os.png](\/\/\/raw\/b1b\/6\/z\/8ac3.png)\n\nThe eye and the particles would be critical to represent the character losing its soul. Green won purple, so purple would be the hue for enemies and spikes (BTW, the turret-like enemies fire goat eyes). Here are some examples:\n\n![enemigos.png](\/\/\/raw\/b1b\/6\/z\/8ac4.png)\n\nThen, we needed another tone for the floors and as we wanted to represent that they do not pose a threat to the player. That\u2019s why they have a darker green than the one used for the main character. And then\u2026 tiles!\n\n![tilesets.png](\/\/\/raw\/b1b\/6\/z\/8ac5.png)\n\nWe also used that color to represent the boxes (they got goat eyes too!), as they are only deadly when they crush you and the checkpoints, which didn\u2019t make into the game (our idea was that you had to destroy them to be active and they could crush you like a box).\n\n![entorno.png](\/\/\/raw\/b1b\/6\/z\/8ac6.png)\n\nFinally, we got some nice \u201cbox art\u201d! I think it captures the essence of the game. The protagonist being upside down is my favorite part.\n\n![Spul Gun Box Art.jpg](\/\/\/raw\/b1b\/6\/z\/8ab8.jpg)\n\nNot bad for a 48 hour development. Our artist worked like a mad man (he also made some sick animations)! And that takes us to our next chapter: Sleep is the enemy. Coming soon!\n\nPS: Remember, you can check (and play and rate!) Soul Gun here: https:\/\/ldjam.com\/events\/ludum-dare\/39\/soul-gun","title":"Soul Gun Post Mortem II: One pixel at a time","wayback_source":[]}